










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 26 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by Emelle the warg at level 17 on the 46th Dusk 122nd year of Ascendancy at 23:04 1 / 5Killed by Elayaba the gelatinous cube at level 18 on the 55th Dusk 122nd year of Ascendancy at 20:46 Killed by Veluyalaith the skeleton warrior at level 22 on the 28th Haze 122nd year of Ascendancy at 12:07 Killed by Adura the snow giant thunderer at level 26 on the 48th Haze 122nd year of Ascendancy at 10:43 Killed by ritch flamespitter at level 26 on the 65th Haze 122nd year of Ascendancy at 02:33 |
Primary Stats
| Strength | 20 (base 15) |
| Dexterity | 20 (base 10) |
| Constitution | 30 (base 15) |
| Magic | 66 (base 57) |
| Willpower | 30 (base 17) |
| Cunning | 50 (base 36) |
Resources
| Life | 559/559 |
| Mana | 167/167 |
| Soul | 12/12 |
| Healing Factor | 1.2499999999999 |
| Regeneration | 5.4374999999996 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 4 |
| Infravision | 16 |
| See Stealth | 41.045069181528 |
| See Invisible | 42.045069181528 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 16 |
| Crit Chance | 24% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Blight | +6% |
| Arcane | +6% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 36.5 (48.636363636364%) |
| Defense | 24 |
| Ranged Defense | 32 |
| Fatigue | 9 |
| Physical Save | 37 |
| Spell Save | 37 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Lightning | + 9%( 70%) |
| Darkness | + 32%( 70%) |
| Cold | + 19%( 70%) |
| Blight | + 16%( 70%) |
| Arcane | + 10%( 70%) |
| Mind | + 22%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 65% |
| Confusion Resistance | 40% |
| Fear Resistance | 13% |
| Disarm Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 59% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 131 damage for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 927% for 10 turns and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 248 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Charnel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dead secrets | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blurred Mortality |
| talent | Soulwinds |
| talent | Necrotic Aura |
| talent | Premonition |
| talent | Meat Shield |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Emelle the warg. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by Arebeth the wolf. Escort: repented thief (level 3 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Constitution by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 75. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed green worm. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed giant spider spinneret. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Hythad the pair of rough leather boots (6 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +1% Blindness immunity: +10% Disarm immunity: +15% Stun/Freeze immunity: +20% Movement speed: +20% A pair of boots made of leather. |
| Light source | Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 37 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Quasit's Skull (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+5 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | Umbrabrand the dwarven-steel pickaxe (dig speed 25 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 16 mind / 12 darkness Changes stats: +2 Str Changes resistances: +6% darkness Changes damage: +9% mind Physical save: +8 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +21 (+7 eff.) Maximum life: +49.00 Mental crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | RagorionPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+4 eff.) Defense: +6 (+3 eff.) Changes stats: +3 Mag / +3 Cun / +2 Con Spell save: +3 (+2 eff.) Blindness immunity: +21% Spellpower: +6 (+2 eff.) Mindpower: +7 (+3 eff.) Infravision radius: +4 See stealth: +9 See invisible: +10 Rings can have magical properties. |
| Around waist | GorabaPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +9 Dex / +3 Mag / +7 Cun / +3 Con / +6 Lck Reduces incoming crit damage: 15.00% Trap disarming bonus: +7 Stealth bonus: +7 Mental save: +8 (+2 eff.) Spellpower: +5 (+2 eff.) Mental crit. chance: +8% Infravision radius: +4 A belt that goes around your waist. |
| In main hand | Borodradoyon (120% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +40% When wielded/worn: Damage when hit (Melee): 20 arcane Changes stats: +4 Wil Changes damage: +6% blight / +20% darkness / +6% arcane Talent granted: +1 Command Staff Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +15 (+5 eff.) Spell crit. chance: +3% It can be used to conjure elemental energy in a radius 6 cone, dealing 31.34 to 37.61 darkness damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | dwarven-steel gauntlets 'Bethodana' (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes resistances: +6% acid Mental save: +6 (+2 eff.) Stun/Freeze immunity: +15% Life regen: +1.80 Stamina each turn: +1.10 Maximum stamina: +24.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | radiant steel mail armour of the deep (2 def, 8 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +7% acid / +6% cold / +14% darkness / +13% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
| Cloak | Ametogen (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +2 Mag / +2 Wil / +4 Cun Changes resistances penetration: +10% physical Spell save: +6 (+3 eff.) Maximum mana: +42.00 Light radius: +2 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | EilinitiraInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +2 Str / +4 Wil / +5 Con Changes resistances: +9% acid / +19% mind / +6% lightning Physical save: +16 (+6 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +40% Life regen: +2.30 Maximum life: +50.00 Mindpower: +11 (+4 eff.) Amulets can have magical properties. |
Inventory
wild infusion of the duelist (resist 15%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 282 strength, based on Magic) for 5 turns, costing 22 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying gold amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +15% mind Confusion immunity: +22% Amulets can have magical properties. |
wizard's steel ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
Staff of Destruction (120% power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+4 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
Silulebreth the FogpulverizerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 8 darkness / 20 acid Changes resistances: +6% acid Changes resistances penetration: +10% darkness Changes damage: +9% darkness Reduced damage from: +18% Summoned A belt that goes around your waist. |
spellwoven cashmere robe of power (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes damage: +6% all Spell save: +17 (+7 eff.) Spellpower: +14 (+5 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Beluldatha the Eclipsekiss (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 lightning Changes stats: +3 Wil Changes resistances: +12% darkness Changes damage: +15% darkness Physical save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 28 power out of 30/30) : Effective talent level: 3.0 Power cost: 28 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 38.09 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
374 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 69 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+4 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 275 cold damage (based on your Magic), costing 19 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 185 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By LArry the Lich the Higher Necromancer level 5
8th Mirth 122nd year of Ascendancy at 07:38 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By LArry the Lich the Higher Necromancer level 24
44th Haze 122nd year of Ascendancy at 11:09 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By LArry the Lich the Higher Necromancer level 20
60th Dusk 122nd year of Ascendancy at 16:54 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By LArry the Lich the Higher Necromancer level 24
38th Haze 122nd year of Ascendancy at 04:43 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By LArry the Lich the Higher Necromancer level 10
3rd Dusk 122nd year of Ascendancy at 01:02 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By LArry the Lich the Higher Necromancer level 20
59th Dusk 122nd year of Ascendancy at 21:01 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By LArry the Lich the Higher Necromancer level 21
13rd Haze 122nd year of Ascendancy at 19:05 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By LArry the Lich the Higher Necromancer level 14
26th Dusk 122nd year of Ascendancy at 19:40 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By LArry the Lich the Higher Necromancer level 17
46th Dusk 122nd year of Ascendancy at 23:04 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By LArry the Lich the Higher Necromancer level 9
7th Flare 122nd year of Ascendancy at 12:31 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By LArry the Lich the Higher Necromancer level 9
8th Flare 122nd year of Ascendancy at 23:33 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By LArry the Lich the Higher Necromancer level 22
27th Haze 122nd year of Ascendancy at 22:27 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By LArry the Lich the Higher Necromancer level 16
45th Dusk 122nd year of Ascendancy at 19:46 see stats
Log
Resting starts...
Talent Born into Magic is ready to use.
Talent Infusion: Wild is ready to use.
Talent Rune: Shielding is ready to use.
Talent Rune: Shielding is ready to use.
Talent Phase Door is ready to use.
Talent Rigor Mortis is ready to use.
Talent Necrotic Aura is ready to use.
LArry the Lich activates Necrotic Aura.
Talent Impending Doom is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Meat Shield is ready to use.
LArry the Lich activates Meat Shield.
Talent Blurred Mortality is ready to use.
Talent Premonition is ready to use.
Talent Teleport is ready to use.
Talent Soulwinds is ready to use.
LArry the Lich activates Blurred Mortality.
LArry the Lich activates Premonition.
LArry the Lich activates Soulwinds.
Talent Gift of the Highborn is ready to use.
Talent Highborn's Bloom is ready to use.
Rested for 34 turns (stop reason: all resources and life at maximum).
Saving done.
LArry the Lich deactivates Meat Shield.
LArry the Lich deactivates Soulwinds.
LArry the Lich deactivates Premonition.
LArry the Lich deactivates Necrotic Aura.
LArry the Lich deactivates Blurred Mortality.

















































































